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Score tablosunu biraz yukarıya taşı
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Score tablosunu sol tarafa taşi
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Oyunfaki parçacık animasyonları görüntü kalitesi düzelt ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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3 nesne parçacık efekti arttır ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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3 nesne parçacık animasyonu parçacık arttır ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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3 nesnenin etrafına sürekli çalışan parçacık efekti ekle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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3 nesne dokunuldugunda parçacık animasgonu eklensin ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Notalat çok ard arda geliyır
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Please fix the bug: 'Uncaught ReferenceError: combo is not defined' in or related to this line: 'score += points * Math.max(1, Math.floor(combo / 5));' Line Number: 432
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Scor tablosunu sol tarafa taşi
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Missed ve combo sistemini levhalarını kaldır
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Combo aktivasyonunu kaldır
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Notaları biraz büyült
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Hedef bölgeden sadece eş zamanlı bir tek nota geçer ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Cannot read properties of undefined (reading 'x')' in or related to this line: 'leftGlow.x = leftObject.x;' Line Number: 199
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3 nesne daha net görübsün
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Notaların parçalanma boyutunu biraz büyğlt ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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3 nesnenin büyüme kaybolma gibi animasyonlarını kaldır ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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3 nesneyi çok aşagı indir ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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3 nesnenin ara mesafesini biraz aç ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Alttaki oluşturylan 3 nesnenin boyutunu büyült ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Hala düzelmedi ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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Lütfen düzelt ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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3nesne görseli iyileştir
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Görüntü ve nesne boyutunu düzenle ↪💡 Consider importing and using the following plugins: @upit/tween.v1
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Note = Container.expand(function (trackIndex, isPowerNote) { var self = Container.call(this); self.trackIndex = trackIndex; self.isPowerNote = isPowerNote || false; self.speed = 4; self.hasBeenTapped = false; self.lastY = 0; var noteGraphics = self.attachAsset(self.isPowerNote ? 'powerNote' : 'note', { anchorX: 0.5, anchorY: 0.5 }); if (self.isPowerNote) { noteGraphics.tint = 0xFFD93D; self.scale.set(1.2); } self.update = function () { if (self.lastY === undefined) self.lastY = self.y; if (self.lastInTargetZone === undefined) self.lastInTargetZone = false; // Check if note just entered target zone var targetY = 1600; // unifiedTargetZone.y var inTargetZone = Math.abs(self.y - targetY) <= 100; // Within target zone range // Additional check: ensure no other note is currently in target zone var otherNoteInZone = false; for (var k = 0; k < notes.length; k++) { var otherNote = notes[k]; if (otherNote !== self && !otherNote.hasBeenTapped && Math.abs(otherNote.y - targetY) <= 100) { otherNoteInZone = true; break; } } if (!self.lastInTargetZone && inTargetZone && !self.hasBeenTapped && !otherNoteInZone) { // Note just entered target zone and no other note is present - trigger explosion self.triggerExplosion(); } self.lastY = self.y; self.lastInTargetZone = inTargetZone; self.y += self.speed; }; self.checkTiming = function () { var targetY = unifiedTargetZone.y; var distance = Math.abs(self.y - targetY); if (distance <= 30) { return 'perfect'; } else if (distance <= 60) { return 'good'; } return 'miss'; }; self.triggerExplosion = function () { if (self.hasBeenTapped) return; var timing = self.checkTiming(); if (timing !== 'miss') { self.hasBeenTapped = true; var points = 0; if (timing === 'perfect') { points = self.isPowerNote ? 200 : 100; LK.getSound('perfect').play(); createParticleEffect(self.x, self.y, self.isPowerNote ? 0xFFD93D : 0x00FF00); } else if (timing === 'good') { points = self.isPowerNote ? 100 : 50; LK.getSound('tap').play(); createParticleEffect(self.x, self.y, 0x87CEEB); } updateScore(points); // Start background music on first successful hit if (!musicStarted) { LK.playMusic('bgmusic'); musicStarted = true; } unifiedTargetZone.flash(); // Trigger explosion animation on corresponding bottom object var bottomObjects = [leftObject, centerObject, rightObject]; if (bottomObjects[self.trackIndex]) { var targetObject = bottomObjects[self.trackIndex]; // Flash the bottom object var originalAlpha = targetObject.alpha; tween(targetObject, { alpha: 1.0 }, { duration: 100, onFinish: function onFinish() { tween(targetObject, { alpha: originalAlpha }, { duration: 200 }); } }); // Scale pulse effect var originalScale = targetObject.scaleX; tween(targetObject, { scaleX: originalScale * 1.1, scaleY: originalScale * 1.1 }, { duration: 150, onFinish: function onFinish() { tween(targetObject, { scaleX: originalScale, scaleY: originalScale }, { duration: 150 }); } }); } // Explode the note tween(self, { scaleX: 3, scaleY: 3, alpha: 0 }, { duration: 200, onFinish: function onFinish() { self.destroy(); for (var j = 0; j < notes.length; j++) { if (notes[j] === self) { notes.splice(j, 1); break; } } } }); } }; return self; }); var TargetZone = Container.expand(function (trackIndex) { var self = Container.call(this); self.trackIndex = trackIndex; var zoneGraphics = self.attachAsset('targetZone', { anchorX: 0.5, anchorY: 0.5 }); zoneGraphics.alpha = 0.9; self.flash = function () { zoneGraphics.alpha = 1.0; tween(zoneGraphics, { alpha: 0.9 }, { duration: 200 }); }; return self; }); var Track = Container.expand(function (trackIndex) { var self = Container.call(this); self.trackIndex = trackIndex; var trackGraphics = self.attachAsset('track', { anchorX: 0.5, anchorY: 0 }); trackGraphics.alpha = 0.1; return self; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0x1a1a2e }); /**** * Game Code ****/ // Game variables var notes = []; var tracks = []; var targetZones = []; var numTracks = 3; var trackWidth = 300; var gameWidth = 2048; var score = 0; var noteSpawnTimer = 0; var noteSpawnInterval = 120; var gameSpeed = 1; var difficultyTimer = 0; // Note queue system to prevent simultaneous target zone entry var noteQueue = []; var lastTargetZoneEntry = 0; var minTimeBetweenEntries = 80; // Further increased minimum frames between notes entering target zone // Vertical spacing system to prevent notes from overlapping var minVerticalSpacing = 250; // Increased minimum pixels between notes vertically // Bottom objects for explosion effects var leftObject, centerObject, rightObject; // Strip line references for sway effects var leftStripLine, centerStripLine, rightStripLine; // UI elements var scoreTxt = new Text2('Score: 0', { size: 60, fill: 0xFFFFFF }); scoreTxt.anchor.set(0.5, 0); LK.gui.top.addChild(scoreTxt); // Add background image var background = LK.getAsset('background', { anchorX: 0, anchorY: 0 }); background.x = 0; background.y = 0; background.tint = 0x000000; game.addChild(background); // Initialize tracks and unified target zone var startX = (gameWidth - numTracks * trackWidth) / 2 + trackWidth / 2; for (var i = 0; i < numTracks; i++) { var track = new Track(i); track.x = startX + i * trackWidth; track.y = 0; tracks.push(track); game.addChild(track); } // Create single unified target zone covering all tracks var unifiedTargetZone = new TargetZone(0); unifiedTargetZone.x = gameWidth / 2; // Center of screen unifiedTargetZone.y = 1600; // Scale the target zone to cover all tracks unifiedTargetZone.scale.x = numTracks * trackWidth / 350; // Scale to cover all track widths targetZones.push(unifiedTargetZone); // Add unified background covering entire play area var unifiedBg = LK.getAsset('unifiedBackground', { anchorX: 0.5, anchorY: 0 }); unifiedBg.x = gameWidth / 2; // Center horizontally unifiedBg.y = 0; // Start from top of screen unifiedBg.width = gameWidth + 800; // Extend much further beyond screen width on both sides unifiedBg.height = 3500; // Extend further downward beyond screen height unifiedBg.alpha = 0.8; // Slightly transparent to show game elements clearly game.addChild(unifiedBg); // Re-add strip lines and unified target zone to foreground for (var i = 0; i < numTracks; i++) { // Add strip line for each track (moved to foreground) var stripLine = LK.getAsset('stripLine', { anchorX: 0.5, anchorY: 0 }); stripLine.x = startX + i * trackWidth; stripLine.y = 0; stripLine.alpha = 0.8; game.addChild(stripLine); // Store references to strip lines if (i === 0) leftStripLine = stripLine;else if (i === 1) centerStripLine = stripLine;else if (i === 2) rightStripLine = stripLine; } // Add unified target zone to foreground game.addChild(unifiedTargetZone); // Create rounded border around unified target zone var borderThickness = 8; var targetZoneWidth = 350 * unifiedTargetZone.scale.x; var targetZoneHeight = 200; // Top border var topBorder = LK.getAsset('stripLine', { anchorX: 0.5, anchorY: 0.5 }); topBorder.width = targetZoneWidth - borderThickness; topBorder.height = borderThickness; topBorder.x = unifiedTargetZone.x; topBorder.y = unifiedTargetZone.y - targetZoneHeight / 2 - borderThickness / 2; topBorder.alpha = 1.0; game.addChild(topBorder); // Bottom border var bottomBorder = LK.getAsset('stripLine', { anchorX: 0.5, anchorY: 0.5 }); bottomBorder.width = targetZoneWidth - borderThickness; bottomBorder.height = borderThickness; bottomBorder.x = unifiedTargetZone.x; bottomBorder.y = unifiedTargetZone.y + targetZoneHeight / 2 + borderThickness / 2; bottomBorder.alpha = 1.0; game.addChild(bottomBorder); // Left border var leftBorder = LK.getAsset('stripLine', { anchorX: 0.5, anchorY: 0.5 }); leftBorder.width = borderThickness; leftBorder.height = targetZoneHeight - borderThickness; leftBorder.x = unifiedTargetZone.x - targetZoneWidth / 2 - borderThickness / 2; leftBorder.y = unifiedTargetZone.y; leftBorder.alpha = 1.0; game.addChild(leftBorder); // Right border var rightBorder = LK.getAsset('stripLine', { anchorX: 0.5, anchorY: 0.5 }); rightBorder.width = borderThickness; rightBorder.height = targetZoneHeight - borderThickness; rightBorder.x = unifiedTargetZone.x + targetZoneWidth / 2 + borderThickness / 2; rightBorder.y = unifiedTargetZone.y; rightBorder.alpha = 1.0; game.addChild(rightBorder); // Add rounded corners with ellipses // Top-left corner var topLeftCorner = LK.getAsset('cornerEllipse', { anchorX: 0.5, anchorY: 0.5 }); topLeftCorner.x = unifiedTargetZone.x - targetZoneWidth / 2; topLeftCorner.y = unifiedTargetZone.y - targetZoneHeight / 2; topLeftCorner.alpha = 1.0; game.addChild(topLeftCorner); // Top-right corner var topRightCorner = LK.getAsset('cornerEllipse', { anchorX: 0.5, anchorY: 0.5 }); topRightCorner.x = unifiedTargetZone.x + targetZoneWidth / 2; topRightCorner.y = unifiedTargetZone.y - targetZoneHeight / 2; topRightCorner.alpha = 1.0; game.addChild(topRightCorner); // Bottom-left corner var bottomLeftCorner = LK.getAsset('cornerEllipse', { anchorX: 0.5, anchorY: 0.5 }); bottomLeftCorner.x = unifiedTargetZone.x - targetZoneWidth / 2; bottomLeftCorner.y = unifiedTargetZone.y + targetZoneHeight / 2; bottomLeftCorner.alpha = 1.0; game.addChild(bottomLeftCorner); // Bottom-right corner var bottomRightCorner = LK.getAsset('cornerEllipse', { anchorX: 0.5, anchorY: 0.5 }); bottomRightCorner.x = unifiedTargetZone.x + targetZoneWidth / 2; bottomRightCorner.y = unifiedTargetZone.y + targetZoneHeight / 2; bottomRightCorner.alpha = 1.0; game.addChild(bottomRightCorner); // Helper functions function spawnNote() { var trackIndex = Math.floor(Math.random() * numTracks); var isPowerNote = Math.random() < 0.1; // Add to queue instead of spawning directly noteQueue.push({ trackIndex: trackIndex, isPowerNote: isPowerNote, readyTime: LK.ticks + Math.max(0, lastTargetZoneEntry + minTimeBetweenEntries - LK.ticks) }); } function processNoteQueue() { for (var i = noteQueue.length - 1; i >= 0; i--) { var queuedNote = noteQueue[i]; if (LK.ticks >= queuedNote.readyTime) { // Check if any note is currently in or approaching target zone var canSpawn = true; var targetY = 1600; var spawnY = -50; var targetZoneBuffer = 200; // Extended buffer zone around target for (var j = 0; j < notes.length; j++) { var existingNote = notes[j]; // Check if note is in extended target zone area (larger buffer for safety) if (Math.abs(existingNote.y - targetY) <= targetZoneBuffer) { canSpawn = false; break; } // Check if note will reach target zone soon (prediction based on speed) var timeToTarget = (targetY - existingNote.y) / existingNote.speed; if (timeToTarget > 0 && timeToTarget <= 50) { // Within 50 frames of reaching target canSpawn = false; break; } // Check vertical spacing collision - prevent notes from being too close vertically if (Math.abs(existingNote.y - spawnY) < minVerticalSpacing) { canSpawn = false; break; } } if (canSpawn) { // Spawn the note var note = new Note(queuedNote.trackIndex, queuedNote.isPowerNote); note.x = startX + queuedNote.trackIndex * trackWidth; note.y = spawnY; note.speed = 4 * gameSpeed; notes.push(note); game.addChild(note); lastTargetZoneEntry = LK.ticks; noteQueue.splice(i, 1); } else { // Delay this note by adding minimum time queuedNote.readyTime = LK.ticks + minTimeBetweenEntries; } } } } function updateScore(points) { score += points; scoreTxt.setText('Score: ' + score); LK.setScore(score); } function createParticleEffect(x, y, color) { // Create multiple layers of particles for enhanced effect var totalParticles = 100; // Increased particle count var primaryParticles = 60; var secondaryParticles = 25; var trailParticles = 15; // Primary burst particles - fast moving with enhanced visuals for (var i = 0; i < primaryParticles; i++) { var particle = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); particle.x = x; particle.y = y; // Enhanced color with gradient-like effect var colorVariation = 0x202020 * Math.random(); particle.tint = (color || 0xFFD93D) + colorVariation; particle.alpha = 0.9 + Math.random() * 0.1; game.addChild(particle); // Calculate random direction and speed for each particle var angle = i / primaryParticles * Math.PI * 2 + (Math.random() - 0.5) * 1.8; var speed = 600 + Math.random() * 500; // Enhanced speed range var targetX = x + Math.cos(angle) * speed; var targetY = y + Math.sin(angle) * speed; // Enhanced particle scaling with better proportions particle.scaleX = 2.5 + Math.random() * 2.0; // Better balanced particle size particle.scaleY = particle.scaleX + (Math.random() - 0.5) * 0.5; // Slight asymmetry for organic feel // Animate particle flying outward with enhanced effects tween(particle, { x: targetX, y: targetY, alpha: 0, scaleX: 0.05, // Smoother scale transition scaleY: 0.05, rotation: (Math.random() - 0.5) * Math.PI * 12 // Enhanced rotation }, { duration: 800 + Math.random() * 700, // Optimized duration for better visual flow easing: tween.easeOut, onFinish: function onFinish() { particle.destroy(); } }); } // Secondary slower particles for depth with improved visuals for (var i = 0; i < secondaryParticles; i++) { var particle = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); particle.x = x + (Math.random() - 0.5) * 40; // Refined initial spread particle.y = y + (Math.random() - 0.5) * 40; // Enhanced secondary particle coloring var secondaryColor = color || 0xFFD93D; var brightness = 0.7 + Math.random() * 0.3; particle.tint = secondaryColor * brightness; particle.alpha = 0.75 + Math.random() * 0.25; game.addChild(particle); var angle = Math.random() * Math.PI * 2; var speed = 350 + Math.random() * 250; // Enhanced secondary particle speed var targetX = x + Math.cos(angle) * speed; var targetY = y + Math.sin(angle) * speed; // Enhanced secondary particle scaling particle.scaleX = 1.8 + Math.random() * 1.5; // Better proportioned secondary particles particle.scaleY = particle.scaleX * (0.8 + Math.random() * 0.4); // Varied proportions // Delayed animation for staggered effect with enhanced timing tween(particle, { x: targetX, y: targetY, alpha: 0, scaleX: 0.1, // Smoother scale transition scaleY: 0.1, rotation: (Math.random() - 0.5) * Math.PI * 10 // Enhanced rotation }, { duration: 1000 + Math.random() * 800, // Refined duration easing: tween.easeInOut, onFinish: function onFinish() { particle.destroy(); } }); } // Enhanced trail particles that move upward for (var i = 0; i < trailParticles; i++) { var particle = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); particle.x = x + (Math.random() - 0.5) * 60; // Enhanced initial spread particle.y = y; // Enhanced trail particle coloring with glow effect var trailColor = color || 0xFFD93D; var glowIntensity = 0.8 + Math.random() * 0.2; particle.tint = trailColor * glowIntensity; particle.alpha = 0.6 + Math.random() * 0.3; game.addChild(particle); // Enhanced trail particle scaling with better proportions particle.scaleX = 3.0 + Math.random() * 2.0; // Better balanced trail particles particle.scaleY = particle.scaleX * (0.6 + Math.random() * 0.8); // More varied shapes // Animate upward with enhanced gravity-like effect tween(particle, { x: particle.x + (Math.random() - 0.5) * 200, // Enhanced horizontal spread y: y - 350 - Math.random() * 250, // Enhanced upward movement alpha: 0, scaleX: 0.2, // Smoother scale transition scaleY: 0.2, rotation: (Math.random() - 0.5) * Math.PI * 8 // Enhanced rotation }, { duration: 1200 + Math.random() * 900, // Optimized duration easing: tween.easeOut, onFinish: function onFinish() { particle.destroy(); } }); } } function checkNoteInTrack(trackIndex) { for (var i = 0; i < notes.length; i++) { var note = notes[i]; if (note.trackIndex === trackIndex && !note.hasBeenTapped) { var timing = note.checkTiming(); if (timing !== 'miss') { note.hasBeenTapped = true; var points = 0; if (timing === 'perfect') { points = note.isPowerNote ? 200 : 100; LK.getSound('perfect').play(); createParticleEffect(note.x, note.y, note.isPowerNote ? 0xFFD93D : 0x00FF00); } else if (timing === 'good') { points = note.isPowerNote ? 100 : 50; LK.getSound('tap').play(); createParticleEffect(note.x, note.y, 0x87CEEB); } updateScore(points); // Start background music on first successful hit if (!musicStarted) { LK.playMusic('bgmusic'); musicStarted = true; } unifiedTargetZone.flash(); note.destroy(); notes.splice(i, 1); return true; } } } return false; } // Touch handlers game.down = function (x, y, obj) { for (var i = 0; i < numTracks; i++) { var trackX = startX + i * trackWidth; if (x >= trackX - trackWidth / 2 && x <= trackX + trackWidth / 2) { if (!checkNoteInTrack(i)) { LK.getSound('miss').play(); } break; } } }; // Main game loop game.update = function () { // Spawn notes noteSpawnTimer++; if (noteSpawnTimer >= noteSpawnInterval) { spawnNote(); noteSpawnTimer = 0; } // Process note queue to ensure no simultaneous target zone entries processNoteQueue(); // Update difficulty difficultyTimer++; if (difficultyTimer >= 1800) { // Every 30 seconds gameSpeed += 0.2; noteSpawnInterval = Math.max(20, noteSpawnInterval - 2); difficultyTimer = 0; } // Update notes for (var i = notes.length - 1; i >= 0; i--) { var note = notes[i]; // Check if note missed target zone if (!note.hasBeenTapped && note.lastY <= 1700 && note.y > 1700) { note.destroy(); notes.splice(i, 1); continue; } // Remove notes that are off screen if (note.y > 2800) { note.destroy(); notes.splice(i, 1); } } // Create continuous particle effects around the three objects enhanceObjectVisuals(); // Win condition if (score >= 10000) { LK.showYouWin(); } }; // Add 3 objects at bottom of target zone (left, center, right) var targetBottomY = unifiedTargetZone.y + targetZoneHeight / 2 + 800; // Move objects much further down var objectSpacing = targetZoneWidth / 1.5; // Increased spacing for better separation between objects // Left object leftObject = LK.getAsset('leftObjectAsset', { anchorX: 0.5, anchorY: 0.5 }); leftObject.x = unifiedTargetZone.x - objectSpacing; leftObject.y = targetBottomY; // Scale up the left object leftObject.scaleX = 2.0; leftObject.scaleY = 2.0; // Animate color change for left object tween(leftObject, { tint: 0xFFD700 // Change to gold color }, { duration: 1500, easing: tween.easeInOut }); leftObject.alpha = 0.8; game.addChild(leftObject); // Center object centerObject = LK.getAsset('centerObjectAsset', { anchorX: 0.5, anchorY: 0.5 }); centerObject.x = unifiedTargetZone.x; centerObject.y = targetBottomY; // Scale up the center object centerObject.scaleX = 2.0; centerObject.scaleY = 2.0; // Animate color change for center object tween(centerObject, { tint: 0xFF1493 // Change to deep pink color }, { duration: 1500, easing: tween.easeInOut }); centerObject.alpha = 0.8; game.addChild(centerObject); // Right object rightObject = LK.getAsset('rightObjectAsset', { anchorX: 0.5, anchorY: 0.5 }); rightObject.x = unifiedTargetZone.x + objectSpacing; rightObject.y = targetBottomY; // Scale up the right object rightObject.scaleX = 2.0; rightObject.scaleY = 2.0; // Animate color change for right object tween(rightObject, { tint: 0x9370DB // Change to medium purple color }, { duration: 1500, easing: tween.easeInOut }); rightObject.alpha = 0.8; game.addChild(rightObject); // Objects are now properly sized - no extreme scaling needed // Move objects to topmost layer for better visibility game.removeChild(leftObject); game.addChild(leftObject); game.removeChild(centerObject); game.addChild(centerObject); game.removeChild(rightObject); game.addChild(rightObject); // Add touch handlers to the 3 bottom objects leftObject.down = function (x, y, obj) { // Create particle effect when touched createParticleEffect(leftObject.x, leftObject.y, 0xFFD700); // Add guitar string vibration effect to left track strip line if (leftStripLine) { // Store original position before vibration starts var originalX = leftStripLine.x; var _vibrateString = function vibrateString() { if (vibrationCount >= maxVibrations) { // Reset to original position when vibration completes tween(leftStripLine, { x: originalX }, { duration: 100, easing: tween.easeOut }); return; } var amplitude = baseAmplitude * (1 - vibrationCount / maxVibrations); var direction = vibrationCount % 2 === 0 ? 1 : -1; tween(leftStripLine, { x: originalX + amplitude * direction }, { duration: 40, easing: tween.easeInOut, onFinish: function onFinish() { vibrationCount++; _vibrateString(); } }); }; // Guitar string effect - rapid horizontal vibrations that decay var vibrationCount = 0; var maxVibrations = 15; var baseAmplitude = 25; _vibrateString(); } // Check for notes in left track (track 0) within target zone for (var i = 0; i < notes.length; i++) { var note = notes[i]; if (note.trackIndex === 0 && !note.hasBeenTapped) { var timing = note.checkTiming(); if (timing !== 'miss') { // Explode the note note.hasBeenTapped = true; var points = 0; if (timing === 'perfect') { points = note.isPowerNote ? 200 : 100; LK.getSound('perfect').play(); createParticleEffect(note.x, note.y, note.isPowerNote ? 0xFFD93D : 0x00FF00); } else if (timing === 'good') { points = note.isPowerNote ? 100 : 50; LK.getSound('tap').play(); createParticleEffect(note.x, note.y, 0x87CEEB); } updateScore(points); // Start background music on first successful hit if (!musicStarted) { LK.playMusic('bgmusic'); musicStarted = true; } unifiedTargetZone.flash(); // Scale animation for explosion effect tween(note, { scaleX: 3, scaleY: 3, alpha: 0 }, { duration: 200, onFinish: function onFinish() { note.destroy(); for (var j = 0; j < notes.length; j++) { if (notes[j] === note) { notes.splice(j, 1); break; } } } }); break; } } } }; centerObject.down = function (x, y, obj) { // Create particle effect when touched createParticleEffect(centerObject.x, centerObject.y, 0xFF1493); // Add guitar string vibration effect to center track strip line if (centerStripLine) { // Store original position before vibration starts var originalX = centerStripLine.x; var _vibrateString2 = function vibrateString() { if (vibrationCount >= maxVibrations) { // Reset to original position when vibration completes tween(centerStripLine, { x: originalX }, { duration: 100, easing: tween.easeOut }); return; } var amplitude = baseAmplitude * (1 - vibrationCount / maxVibrations); var direction = vibrationCount % 2 === 0 ? 1 : -1; tween(centerStripLine, { x: originalX + amplitude * direction }, { duration: 40, easing: tween.easeInOut, onFinish: function onFinish() { vibrationCount++; _vibrateString2(); } }); }; // Guitar string effect - rapid horizontal vibrations that decay var vibrationCount = 0; var maxVibrations = 15; var baseAmplitude = 25; _vibrateString2(); } // Check for notes in center track (track 1) within target zone for (var i = 0; i < notes.length; i++) { var note = notes[i]; if (note.trackIndex === 1 && !note.hasBeenTapped) { var timing = note.checkTiming(); if (timing !== 'miss') { // Explode the note note.hasBeenTapped = true; var points = 0; if (timing === 'perfect') { points = note.isPowerNote ? 200 : 100; LK.getSound('perfect').play(); createParticleEffect(note.x, note.y, note.isPowerNote ? 0xFFD93D : 0x00FF00); } else if (timing === 'good') { points = note.isPowerNote ? 100 : 50; LK.getSound('tap').play(); createParticleEffect(note.x, note.y, 0x87CEEB); } updateScore(points); // Start background music on first successful hit if (!musicStarted) { LK.playMusic('bgmusic'); musicStarted = true; } unifiedTargetZone.flash(); // Scale animation for explosion effect tween(note, { scaleX: 3, scaleY: 3, alpha: 0 }, { duration: 200, onFinish: function onFinish() { note.destroy(); for (var j = 0; j < notes.length; j++) { if (notes[j] === note) { notes.splice(j, 1); break; } } } }); break; } } } }; rightObject.down = function (x, y, obj) { // Create particle effect when touched createParticleEffect(rightObject.x, rightObject.y, 0x9370DB); // Add guitar string vibration effect to right track strip line if (rightStripLine) { // Store original position before vibration starts var originalX = rightStripLine.x; var _vibrateString3 = function vibrateString() { if (vibrationCount >= maxVibrations) { // Reset to original position when vibration completes tween(rightStripLine, { x: originalX }, { duration: 100, easing: tween.easeOut }); return; } var amplitude = baseAmplitude * (1 - vibrationCount / maxVibrations); var direction = vibrationCount % 2 === 0 ? 1 : -1; tween(rightStripLine, { x: originalX + amplitude * direction }, { duration: 40, easing: tween.easeInOut, onFinish: function onFinish() { vibrationCount++; _vibrateString3(); } }); }; // Guitar string effect - rapid horizontal vibrations that decay var vibrationCount = 0; var maxVibrations = 15; var baseAmplitude = 25; _vibrateString3(); } // Check for notes in right track (track 2) within target zone for (var i = 0; i < notes.length; i++) { var note = notes[i]; if (note.trackIndex === 2 && !note.hasBeenTapped) { var timing = note.checkTiming(); if (timing !== 'miss') { // Explode the note note.hasBeenTapped = true; var points = 0; if (timing === 'perfect') { points = note.isPowerNote ? 200 : 100; LK.getSound('perfect').play(); createParticleEffect(note.x, note.y, note.isPowerNote ? 0xFFD93D : 0x00FF00); } else if (timing === 'good') { points = note.isPowerNote ? 100 : 50; LK.getSound('tap').play(); createParticleEffect(note.x, note.y, 0x87CEEB); } updateScore(points); // Start background music on first successful hit if (!musicStarted) { LK.playMusic('bgmusic'); musicStarted = true; } unifiedTargetZone.flash(); // Scale animation for explosion effect tween(note, { scaleX: 3, scaleY: 3, alpha: 0 }, { duration: 200, onFinish: function onFinish() { note.destroy(); for (var j = 0; j < notes.length; j++) { if (notes[j] === note) { notes.splice(j, 1); break; } } } }); break; } } } }; // Music will start when first note is hit var musicStarted = false; // Add continuous particle effects around the three bottom objects function createContinuousParticleEffect(targetObject, color) { var particle = LK.getAsset('particle', { anchorX: 0.5, anchorY: 0.5 }); // Enhanced positioning with better distribution var angle = Math.random() * Math.PI * 2; var radius = 100 + Math.random() * 120; // Enhanced radius range var startX = targetObject.x + Math.cos(angle) * radius; var startY = targetObject.y + Math.sin(angle) * radius; particle.x = startX; particle.y = startY; // Enhanced color with subtle variations var colorVariation = 0x151515 * (Math.random() - 0.5); particle.tint = color + colorVariation; particle.alpha = 0.6 + Math.random() * 0.4; // Enhanced alpha range // Enhanced particle scaling with better proportions particle.scaleX = 1.2 + Math.random() * 1.8; // Better balanced continuous particles particle.scaleY = particle.scaleX * (0.8 + Math.random() * 0.4); // Varied shapes for organic feel game.addChild(particle); // Enhanced orbital motion parameters var orbitAngle = angle; var orbitSpeed = 0.015 + Math.random() * 0.025; // Smoother orbital speed var orbitRadius = radius; var spiralRate = 0.997 + Math.random() * 0.002; // More varied spiral rates // Enhanced particle animation with better transitions tween(particle, { alpha: 0, scaleX: 0.3, // Smoother scale transition scaleY: 0.3, rotation: (Math.random() - 0.5) * Math.PI * 4 // Added rotation for visual interest }, { duration: 1800 + Math.random() * 1200, // Enhanced duration range easing: tween.easeOut, onFinish: function onFinish() { particle.destroy(); } }); // Enhanced orbital movement with smoother motion var orbitTimer = LK.setInterval(function () { if (particle.destroyed) { LK.clearInterval(orbitTimer); return; } orbitAngle += orbitSpeed; orbitRadius *= spiralRate; // Enhanced spiral effect // Enhanced orbital positioning with slight vertical oscillation var verticalOffset = Math.sin(orbitAngle * 3) * 10; // Subtle vertical movement particle.x = targetObject.x + Math.cos(orbitAngle) * orbitRadius; particle.y = targetObject.y + Math.sin(orbitAngle) * orbitRadius + verticalOffset; }, 16); // Maintained smooth 60fps updates } // Enhanced continuous particle system var particleSpawnTimer = 0; var particleSpawnInterval = 3; // Optimized spawn rate for smoother visual flow // Enhanced visual effects function with better particle distribution function enhanceObjectVisuals() { particleSpawnTimer++; if (particleSpawnTimer >= particleSpawnInterval) { // Enhanced particle creation with better visual balance // Create optimized particles around left object for (var i = 0; i < 6; i++) { createContinuousParticleEffect(leftObject, 0xFFD700); } // Create optimized particles around center object for (var i = 0; i < 6; i++) { createContinuousParticleEffect(centerObject, 0xFF1493); } // Create optimized particles around right object for (var i = 0; i < 6; i++) { createContinuousParticleEffect(rightObject, 0x9370DB); } particleSpawnTimer = 0; } }
===================================================================
--- original.js
+++ change.js
@@ -400,107 +400,121 @@
LK.setScore(score);
}
function createParticleEffect(x, y, color) {
// Create multiple layers of particles for enhanced effect
- var totalParticles = 80; // Significantly increased from 30
- var primaryParticles = 50;
- var secondaryParticles = 20;
- var trailParticles = 10;
- // Primary burst particles - fast moving
+ var totalParticles = 100; // Increased particle count
+ var primaryParticles = 60;
+ var secondaryParticles = 25;
+ var trailParticles = 15;
+ // Primary burst particles - fast moving with enhanced visuals
for (var i = 0; i < primaryParticles; i++) {
var particle = LK.getAsset('particle', {
anchorX: 0.5,
anchorY: 0.5
});
particle.x = x;
particle.y = y;
- particle.tint = color || 0xFFD93D;
- particle.alpha = 1.0;
+ // Enhanced color with gradient-like effect
+ var colorVariation = 0x202020 * Math.random();
+ particle.tint = (color || 0xFFD93D) + colorVariation;
+ particle.alpha = 0.9 + Math.random() * 0.1;
game.addChild(particle);
// Calculate random direction and speed for each particle
- var angle = i / primaryParticles * Math.PI * 2 + (Math.random() - 0.5) * 2.5;
- var speed = 500 + Math.random() * 400; // Much higher speed range for wider spread
+ var angle = i / primaryParticles * Math.PI * 2 + (Math.random() - 0.5) * 1.8;
+ var speed = 600 + Math.random() * 500; // Enhanced speed range
var targetX = x + Math.cos(angle) * speed;
var targetY = y + Math.sin(angle) * speed;
- // Make particles much larger with more variation
- particle.scaleX = 3.0 + Math.random() * 3.5; // Further increased particle size
- particle.scaleY = particle.scaleX;
+ // Enhanced particle scaling with better proportions
+ particle.scaleX = 2.5 + Math.random() * 2.0; // Better balanced particle size
+ particle.scaleY = particle.scaleX + (Math.random() - 0.5) * 0.5; // Slight asymmetry for organic feel
// Animate particle flying outward with enhanced effects
tween(particle, {
x: targetX,
y: targetY,
alpha: 0,
- scaleX: 0.1,
- scaleY: 0.1,
- rotation: (Math.random() - 0.5) * Math.PI * 10 // More rotation
+ scaleX: 0.05,
+ // Smoother scale transition
+ scaleY: 0.05,
+ rotation: (Math.random() - 0.5) * Math.PI * 12 // Enhanced rotation
}, {
- duration: 1000 + Math.random() * 800,
- // Longer duration
+ duration: 800 + Math.random() * 700,
+ // Optimized duration for better visual flow
easing: tween.easeOut,
onFinish: function onFinish() {
particle.destroy();
}
});
}
- // Secondary slower particles for depth
+ // Secondary slower particles for depth with improved visuals
for (var i = 0; i < secondaryParticles; i++) {
var particle = LK.getAsset('particle', {
anchorX: 0.5,
anchorY: 0.5
});
- particle.x = x + (Math.random() - 0.5) * 50; // Slight initial spread
- particle.y = y + (Math.random() - 0.5) * 50;
- particle.tint = color || 0xFFD93D;
- particle.alpha = 0.8;
+ particle.x = x + (Math.random() - 0.5) * 40; // Refined initial spread
+ particle.y = y + (Math.random() - 0.5) * 40;
+ // Enhanced secondary particle coloring
+ var secondaryColor = color || 0xFFD93D;
+ var brightness = 0.7 + Math.random() * 0.3;
+ particle.tint = secondaryColor * brightness;
+ particle.alpha = 0.75 + Math.random() * 0.25;
game.addChild(particle);
var angle = Math.random() * Math.PI * 2;
- var speed = 300 + Math.random() * 200; // Increased secondary particle speed
+ var speed = 350 + Math.random() * 250; // Enhanced secondary particle speed
var targetX = x + Math.cos(angle) * speed;
var targetY = y + Math.sin(angle) * speed;
- particle.scaleX = 2.5 + Math.random() * 2.5; // Increased secondary particle size
- particle.scaleY = particle.scaleX;
- // Delayed animation for staggered effect
+ // Enhanced secondary particle scaling
+ particle.scaleX = 1.8 + Math.random() * 1.5; // Better proportioned secondary particles
+ particle.scaleY = particle.scaleX * (0.8 + Math.random() * 0.4); // Varied proportions
+ // Delayed animation for staggered effect with enhanced timing
tween(particle, {
x: targetX,
y: targetY,
alpha: 0,
- scaleX: 0.2,
- scaleY: 0.2,
- rotation: (Math.random() - 0.5) * Math.PI * 8
+ scaleX: 0.1,
+ // Smoother scale transition
+ scaleY: 0.1,
+ rotation: (Math.random() - 0.5) * Math.PI * 10 // Enhanced rotation
}, {
- duration: 1200 + Math.random() * 600,
+ duration: 1000 + Math.random() * 800,
+ // Refined duration
easing: tween.easeInOut,
onFinish: function onFinish() {
particle.destroy();
}
});
}
- // Trail particles that move upward
+ // Enhanced trail particles that move upward
for (var i = 0; i < trailParticles; i++) {
var particle = LK.getAsset('particle', {
anchorX: 0.5,
anchorY: 0.5
});
- particle.x = x + (Math.random() - 0.5) * 80; // Wider initial spread
+ particle.x = x + (Math.random() - 0.5) * 60; // Enhanced initial spread
particle.y = y;
- particle.tint = color || 0xFFD93D;
- particle.alpha = 0.6;
+ // Enhanced trail particle coloring with glow effect
+ var trailColor = color || 0xFFD93D;
+ var glowIntensity = 0.8 + Math.random() * 0.2;
+ particle.tint = trailColor * glowIntensity;
+ particle.alpha = 0.6 + Math.random() * 0.3;
game.addChild(particle);
- particle.scaleX = 4.5 + Math.random() * 3.0; // Even larger trail particles
- particle.scaleY = particle.scaleX;
- // Animate upward with gravity-like effect
+ // Enhanced trail particle scaling with better proportions
+ particle.scaleX = 3.0 + Math.random() * 2.0; // Better balanced trail particles
+ particle.scaleY = particle.scaleX * (0.6 + Math.random() * 0.8); // More varied shapes
+ // Animate upward with enhanced gravity-like effect
tween(particle, {
- x: particle.x + (Math.random() - 0.5) * 250,
- // Much wider horizontal spread
- y: y - 400 - Math.random() * 300,
- // Increased upward movement
- // Move upward
+ x: particle.x + (Math.random() - 0.5) * 200,
+ // Enhanced horizontal spread
+ y: y - 350 - Math.random() * 250,
+ // Enhanced upward movement
alpha: 0,
- scaleX: 0.3,
- scaleY: 0.3,
- rotation: (Math.random() - 0.5) * Math.PI * 6 // More rotation
+ scaleX: 0.2,
+ // Smoother scale transition
+ scaleY: 0.2,
+ rotation: (Math.random() - 0.5) * Math.PI * 8 // Enhanced rotation
}, {
- duration: 1500 + Math.random() * 1000,
+ duration: 1200 + Math.random() * 900,
+ // Optimized duration
easing: tween.easeOut,
onFinish: function onFinish() {
particle.destroy();
}
@@ -919,64 +933,75 @@
var particle = LK.getAsset('particle', {
anchorX: 0.5,
anchorY: 0.5
});
- // Random position around the object
+ // Enhanced positioning with better distribution
var angle = Math.random() * Math.PI * 2;
- var radius = 120 + Math.random() * 80; // Distance from object center
+ var radius = 100 + Math.random() * 120; // Enhanced radius range
var startX = targetObject.x + Math.cos(angle) * radius;
var startY = targetObject.y + Math.sin(angle) * radius;
particle.x = startX;
particle.y = startY;
- particle.tint = color;
- particle.alpha = 0.7 + Math.random() * 0.3;
- particle.scaleX = 1.5 + Math.random() * 2.0;
- particle.scaleY = particle.scaleX;
+ // Enhanced color with subtle variations
+ var colorVariation = 0x151515 * (Math.random() - 0.5);
+ particle.tint = color + colorVariation;
+ particle.alpha = 0.6 + Math.random() * 0.4; // Enhanced alpha range
+ // Enhanced particle scaling with better proportions
+ particle.scaleX = 1.2 + Math.random() * 1.8; // Better balanced continuous particles
+ particle.scaleY = particle.scaleX * (0.8 + Math.random() * 0.4); // Varied shapes for organic feel
game.addChild(particle);
- // Animate particle in circular motion around object
+ // Enhanced orbital motion parameters
var orbitAngle = angle;
- var orbitSpeed = 0.02 + Math.random() * 0.03;
+ var orbitSpeed = 0.015 + Math.random() * 0.025; // Smoother orbital speed
var orbitRadius = radius;
+ var spiralRate = 0.997 + Math.random() * 0.002; // More varied spiral rates
+ // Enhanced particle animation with better transitions
tween(particle, {
alpha: 0,
- scaleX: 0.5,
- scaleY: 0.5
+ scaleX: 0.3,
+ // Smoother scale transition
+ scaleY: 0.3,
+ rotation: (Math.random() - 0.5) * Math.PI * 4 // Added rotation for visual interest
}, {
- duration: 2000 + Math.random() * 1500,
+ duration: 1800 + Math.random() * 1200,
+ // Enhanced duration range
easing: tween.easeOut,
onFinish: function onFinish() {
particle.destroy();
}
});
- // Create orbital movement
+ // Enhanced orbital movement with smoother motion
var orbitTimer = LK.setInterval(function () {
if (particle.destroyed) {
LK.clearInterval(orbitTimer);
return;
}
orbitAngle += orbitSpeed;
- orbitRadius *= 0.995; // Slowly spiral inward
+ orbitRadius *= spiralRate; // Enhanced spiral effect
+ // Enhanced orbital positioning with slight vertical oscillation
+ var verticalOffset = Math.sin(orbitAngle * 3) * 10; // Subtle vertical movement
particle.x = targetObject.x + Math.cos(orbitAngle) * orbitRadius;
- particle.y = targetObject.y + Math.sin(orbitAngle) * orbitRadius;
- }, 16);
+ particle.y = targetObject.y + Math.sin(orbitAngle) * orbitRadius + verticalOffset;
+ }, 16); // Maintained smooth 60fps updates
}
-// Spawn continuous particles around objects
+// Enhanced continuous particle system
var particleSpawnTimer = 0;
-var particleSpawnInterval = 4; // Spawn particles every 4 frames for much more frequent effects
-// Add continuous visual enhancement effects to the three objects
+var particleSpawnInterval = 3; // Optimized spawn rate for smoother visual flow
+// Enhanced visual effects function with better particle distribution
function enhanceObjectVisuals() {
particleSpawnTimer++;
if (particleSpawnTimer >= particleSpawnInterval) {
- // Create multiple particles around left object for enhanced effect
- for (var i = 0; i < 8; i++) {
+ // Enhanced particle creation with better visual balance
+ // Create optimized particles around left object
+ for (var i = 0; i < 6; i++) {
createContinuousParticleEffect(leftObject, 0xFFD700);
}
- // Create multiple particles around center object for enhanced effect
- for (var i = 0; i < 8; i++) {
+ // Create optimized particles around center object
+ for (var i = 0; i < 6; i++) {
createContinuousParticleEffect(centerObject, 0xFF1493);
}
- // Create multiple particles around right object for enhanced effect
- for (var i = 0; i < 8; i++) {
+ // Create optimized particles around right object
+ for (var i = 0; i < 6; i++) {
createContinuousParticleEffect(rightObject, 0x9370DB);
}
particleSpawnTimer = 0;
}
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